#include #include "SoundMutexFix.hpp" namespace Components { // This component is a workaround for issue https://github.com/XLabsProject/iw4x-client/issues/80 // In case the link goes down, this is a "game hangs randomly" issue: // // Investigations on the issue pointed out it comes from a situation on Intel processors where // WaitForSingleObjectA is ignored by a thread, for some (?) reason. // // This locks up the game randomly, mostly at the end of rounds or when too many things happen at // once, due to trying to stop sounds (AIL_Stop_sounds) and playing streams at the same time, // rushing for the same resource via AIL_lock_mutex. // // This bug has been reproduced on mp_terminal, mp_overgrown, mp_rust, with and without bots, // and so far this has been the only way to circumvent it afaik. This component wraps // miles' mutex into another mutex, created below, and for some reason (?) that mutex is // respected when miles' is not. // // As soon as a real fix is found, please discard this fix. In the meantime, it should not // have side effects too bad - worst case it might cause a slight performance drop during // team switch and intermission. // std::mutex SoundMutexFix::SNDMutex; void __stdcall SoundMutexFix::LockSoundMutex(int unk) { std::lock_guard lock(SNDMutex); DWORD funcPtr = *reinterpret_cast(0x6D7554); // AIL_close_stream Utils::Hook::Call(funcPtr)(unk); } SoundMutexFix::SoundMutexFix() { Utils::Hook(0x689EFE, &LockSoundMutex, HOOK_JUMP).install()->quick(); } }